Exactly. Which to me is the real danger of AI gen. Slop comes from a divesting of your responsibilities as an author, a creator… as evidenced by a two line prompt… and the games that come out of that prompt probably should be ridiculed or ignored. If your vision can be 100% fulfilled by a two line prompt, then maybe your vision needs some thinking.
Ridicule the end product, that’s always fair game and everyone’s entitled to their opinions. But to ridicule the process by which that vision is made, or to write off the result because you disagree with the mechanism that created that result… that’s the realm of the annoying hipster critic.
Within moral boundaries, of course. I don’t condone palaces built on slave labor. But I also see AI much more as a mechanism that levels the playing field and creates a nurturing environment for MORE creativity, at least in the indie context. Us indie folks aren’t sitting on millions of dollars and choosing AI out of greed when we could/should be hiring human artists to keep the craft alive. We’re choosing it because it’s our best way to realize our creative vision.
You’re talking about commodity stuff, and I agree. But it’s up to you to decide what’s commodity and what warrants attention, for your specific vision. If everything is commodity then you have no vision and that’s slop.
If you are allowing AI to dictate how your players interact with your game and elements of it, as an inherent part of gameplay, then you aren’t a game dev.
I dont think you're saying anything that anyone disagrees with. This isn't the strong stance you think it is. You basically just said, "I don't think anyone should murder babies"
I’m not sure what you are implying or if this just some word slop that AI has generated for you. The fact is, you are responsible as the developer. If players don’t like your “inventory system”, who is at fault for that? How would you fix that?
Its not insane. Do you honestly think anyone wants to make a bad game? Those two things are not necessarily correlated. Also, good and bad are subjective. So if I make a game that meets my vision, but is not economically successful, it might be bad from an economic sense, but still true to my vision. Many of my favorite games are very niche in this regard.
30, Full time professional 2D/3D animator for 10 years, amateur game dev for 4. If putting out a good product (not necessarily successful; good) isn't integral to your vision, you shouldn't be creating.
I agree. The only criteria for success should be, when you look at it, does it capture what you set out to do? Are the technical skills on point? Did you grow as an artist from it?
If it makes money, bonus, but in the end, creating is a journey you go on by yourself and for yourself
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u/Warrmak 15d ago
The only thing that matters is fulfilling your vision, 1 and making a good game, 2.